CROSS-INSTITUTIONAL PROFESSIONAL DEVELOPMENT FOR INSTRUCTIONAL DESIGNERS
What is ID2ID?
more on ID in this IMS blog
CROSS-INSTITUTIONAL PROFESSIONAL DEVELOPMENT FOR INSTRUCTIONAL DESIGNERS
more on ID in this IMS blog
2017 Conference Program
Ben Ward, Kansas State University
Joelle Pitts, Instructional Design Librarian and Associate Professor, Kansas State University Libraries
Stefan Yates, Instructional Design Librarian and Associate Professor, Kansas State University
Transmedia, unicorns, and marketing, oh my!: The not-quite epic failure of transmedia design efforts in Oz.
Transmedia storytelling, also called Alternate Reality Games, have been designed to intrigue, engage, and even engineer groups of people since the release of The Beast in 2001. A few colleges and Universities have employed them to engage their student populations and even teach them a thing or two using narrative game mechanics. Presenters will chronicle a highly successful transmedia design effort at Kansas State University, and the subsequent annual efforts to replicate the engagement and enthusiasm. Best practices and not-quite epic failures will be discussed, as will tips (and laments) for marketing to our current student populations.
Transmedia Storytelling: The Complete Guide
What is Transmedia Storytelling?
Glenn Larsen, National Science Foundation
SBIR and Other Funding Sources for Your Game
The National Science Foundation (NSF) awards nearly $190 million annually to startups and small businesses through the Small Business Innovation Research (SBIR)/Small Business Technology Transfer (STTR) program, transforming scientific discovery into products and services with commercial and societal impact. The equity-free funds support research and development (R&D) across almost all areas of science and technology helping companies de-risk technology for commercial success. The NSF is an independent federal agency with a budget of about $7 billion that supports fundamental research and education across all fields of science and engineering. For more information, visit http://www.nsf.gov/SBIR.
Karen Schrier, Assistant Professor/Director of Games and Emerging Media, Marist College
Design Principles for Knowledge Games
Lisa Castaneda, CEO, foundry10|
Mark Suter, Teacher, Bernards Township Schools
How Teachers Can Use VR in the Classroom: Beyond the Novelty
Over the past three years, foundry10, an education research organization, has been studying the potential of Virtual Reality in Education. The research has focused on the implementation, immersion dynamics, and integration of content across the curriculum.
Working with a variety of classroom curricular areas, with students and teachers from 30 schools, we have gathered data as well as anecdotal stories to help illustrate how VR functions in a learning environment. Students from all over the US, Canada and parts of Europe, completed pre/post surveys and educators participated in extensive qualitative interviews in order to better understand what it means to learn with virtual reality.
Please join foundry10 CEO Lisa Castaneda and teachers Steve Isaacs and Mark Suter as we share what we have learned about how to effectively utilize VR for classroom learning through content creation (both inside and outside of the virtual world), content consumption and content integration and overcoming the obstacles inherent in implementation.
more on gaming in this IMS blog
By Sri Ravipati 04/18/17
Voke VR, a virtual reality (VR) company founded by two former Washington State University (WSU) professors, is working to build Intel-backed immersive tech for live events.
At the core of the platform is Voke’s TrueVR product, which delivers full stereoscopic 3D video that is integrated with augmented content in a 360-degree VR environment. It uses multiple camera angles with zoom capabilities and synchronized DVR, so that viewers can control what they want to watch. Additionally, with TrueVR, content is captured, encoded, synced with scores, metadata and audio and delivered in real time to multiple platforms.
more on VR in this IMS blog
By Sri Ravipati 04/13/17
In February, Google added WebVR to Chrome on Daydream-ready phones (like Pixel and ZenFone). The WebVR standard allows users to view virtual reality (VR) experiences in a browser like Chrome by simply tapping a link and putting on a compatible headset. Yesterday, the company revealed it added support for Google Cardboard and launched a new homepage for web-based VR experiments.
WebVR support on Chrome for Oculus Rift and HTC Vive is “coming soon.”
more on Google Cardboard in this IMS blog
per Tom Hergert (thank you)
Time: Mar 27, 2017 1:00 PM Central Time (US and Canada)
Learn how to implement digital badges in learning environments. Digital badges and micro-credentials offer an entirely new way of recognizing achievements, knowledge, skills, experiences, and competencies that can be earned in formal and informal learning environments. They are an opportunity to recognize such achievements through credible organizations that can be integrated in traditional educational programs but can also represent experience in informal contexts or community engagement. Three guiding questions will be discussed in this webinar: (1) digital badges’ impact on learning and assessment, (2) digital badges within instructional design and technological frameworks, and (3) the importance of stakeholders for the implementation of digital badges.
Dirk Ifenthaler is Professor and Chair of Learning, Design and Technology at University of Mannheim, Germany and Adjunct Professor at Curtin University, Australia. His previous roles include Professor and Director, Centre for Research in Digital Learning at Deakin University, Australia, Manager of Applied Research and Learning Analytics at Open Universities, Australia, and Professor for Applied Teaching and Learning Research at the University of Potsdam, Germany. He was a 2012 Fulbright Scholar-in-Residence at the Jeannine Rainbolt College of Education, at the University of Oklahoma, USA
Directions to connect via Zoom Meeting:
Join from PC, Mac, Linux, iOS or Android: https://zoom.us/j/8128701328
Or iPhone one-tap (US Toll): +14086380968,8128701328# or +16465588656,8128701328#
Dial: +1 408 638 0968 (US Toll) or +1 646 558 8656 (US Toll)
Meeting ID: 812 870 1328
International numbers available: https://zoom.us/zoomconference?m=EedT5hShl1ELe6DRYI58-DeQm_hO10Cp
Notes from the webinar
learning is a process, not a product.
Each student learns differently and assessment is not linear. Learning for different students can be a longer or shorter path.
assessment comes before badges
what are credentials:
how well i can show my credentials: can i find it, can i translate it, issuer, earner, achievement description, date issued.
the potential to become an alternative credentialing system to link directly via metadata to validating evidence of educational achievements.
DB is not an assessment, it is the ability to demonstrate the assessment.
They are a motivational mechanism, supporting alternative forms of assessment, a way to credentialize learning, charting learning pathways, support self-reflection and planning
Workshop on Kahoot and Edpuzzle, Tuesday, March 21, 2PM, MC 205
Matt Barton delivers Edpuzzle:
more on Edpuzzle in this blog:
The Next Generation of Library Orientation: http://libtechconf.org/2017schedule/
Please have a link to the presentation: https://tinyurl.com/vr360lib
Join us online, Thursday, March 16, 2:15PM via:
Adobe Connect archived recording: http://scsuconnect.stcloudstate.edu/p7qm3hg7u0h/
Facebook Live: https://www.facebook.com/InforMediaServices/
more on LibTech conferences:
notes from the conference
Keynote speaker: Lauren Di Monte http://sched.co/955P
Debating Data Science – a roundtable http://rhr.dukejournals.org/content/2017/127/133.abstract
how data is produced, collected and analyzed. make accessible all kind of data and info
ask good q/s and find good answers, share finding in meaningful ways. this is where digital literacy overshadows information literacy and this the fact that SCSU library does not understand; besides teaching students how to find and evaluate data, I also teach them how to communicate effectively using electronic tools.
connecting people tools and resources and making it easier for everybody. building collaborative, open and interdisciplinary
robust data computational literates. developing workshops, project and events to practice new skills. to position the library as the interdisciplinary nexus
what are data: definition. items of information, facts, traces of content and form. higher level, conception discussion about data in terms of social effects: matadata capturing information about the world, social political and economic changes. move away the mystic conceptions about data. nothing objective about data.
the emergence of IoT – digital meets physical. cyber physical systems. smart objects driven by industry. . proliferation of sensor and device – smart devices.
what does privacy looks like ? what is netneutrality when IoT? library must restructure : collaborate across institutions about collections of data in opien and participatory ways. put IoT in the hands of make and break things (she is maker space aficionado)
make and break things hackathons – use cheap devices such as Arduino and Pi.
data literacy programs with higher level conception exploration; libraries empower the campus in data collection. data science norms, store and share data to existing repositories and even catalogs. commercial services to store and connect data, but very restrictive and this is why libraries must be involved.
linked data and dark data
linked data – draw connections around online data most of the data are locked. linked data uses metadata to link related information in ways computers can understand.
libraries take advantage of link data. link data opportunity for semantics, natural language processing etc. if hidden data is relative to our communities, it is a library responsibility to provide it. community data practitioners
massive data, which cannot be analyzed by relational processing. data not yield significant findings. might be valuable for researchers: one persons trash is another persons’ treasure. preserving data and providing access to info. collaborate with researchers across disciplines and assist decide what is worth keeping and what discarding and how to study.
rich learning experience working with lined and dark data enable fresh perspective and learning how to work with data architecture. data literacy programming.
open practices https://www.data.gov/
in context of data is different from open source and open projects. the social side of data science . advising researchers on navigation data, ethical compilations.
open science movement .https://cos.io/ pushing beyond licences and reframe, position ourselves as collaborators
analysis and publishing ; use tools that can be shared and include data, code and executable files.
reproducibility and contestability https://www.lib.ncsu.edu/events/series/summer-of-open-science
Python and Raspberry Pi. jupitor notebook server,
she is advocating for faculty not only being the leader but the DOERs of basic fucntions, which SCSU IT is rigorously fighting to keep for themselves. The sad part is that the rest of the nation is moving in this direction and SCSU continues to sink in an old 90ish campus structure of leaving IT as the gatekeeprs to functions now widely democratized.
public libraries: citizen science projects.
her undergrad is visual studies and her grad studies is interdisciplinary studies. only in the information school she got into science.
social media for the library
Posted by InforMedia Services on Wednesday, March 15, 2017
Library Website Redesign: Turning Awful into Awesome
http://sched.co/953o dysfunctional committee
Here is the Facebook Live link to the session:
#ltc3017 #Library #Website #Redesign
Posted by InforMedia Services on Wednesday, March 15, 2017
lib guides versus curation : http://blog.stcloudstate.edu/ims/2016/12/06/digital-curation/
Putting it all together: a holistic approach to utilizing your library’s user data for making informed web design decisions (2016 conference)
In the age of Big Data, there is an abundance of free or cheap data sources available to libraries about their users’ behavior across the many components that make up their web presence. Data from vendors, data from Google Analytics or other third-party tracking software, and data from user testing are all things libraries have access to at little or no cost. However, just like many students can become overloaded when they do not know how to navigate the many information sources available to them, many libraries can become overloaded by the continuous stream of data pouring in from these sources. This session will aim to help librarians understand 1) what sorts of data their library already has (or easily could have) access to about how their users use their various web tools, 2) what that data can and cannot tell them, and 3) how to use the datasets they are collecting in a holistic manner to help them make design decisions. The presentation will feature examples from the presenters’ own experience of incorporating user data in decisions related to design the Bethel University Libraries’ web presence.
Making Something Out of Nothing: Building Digital Humanities Partnerships
Facebook Live session: https://www.facebook.com/InforMediaServices/videos/1137175723059590/
3d virtual picture of disastrous areas. unlock the digital information to be digitally accessible to all people who might be interested.
they opened the maps of Katmandu for the local community and they were coming up with the strategies to recover. democracy in action
mountain tsunami: http://www.natgeotv.com/uk/seconds-from-disaster/videos/mountain-tsunami
i can’t stop thinking that the keynote speaker efforts are mere follow up of what Naomi Klein explains in her Shock Doctrine: http://www.naomiklein.org/shock-doctrine: a government country seeks reasons to destroy another country or area and then NGOs from the same country go to remedy the disasters
A question from a librarian from the U about the use of drones. My note: why did the SCSU library have to give up its drone?
Building an Ebook Platform from Scratch: Are You Daft?
options in license models .
e resource content. not only ebooks, after it is taken care of, add other types of digital objects.
instead of replicate, replacement of the commercial aggregators,
Amigos Shelf interface is the product of the presenter
instead of having a young reader collection as SCSU has on the third floor, an academic library is outsourcing through AMigos shelf ebooks for young readers
purchasing marketing was built from scratch on PhP. https://laravel.com/
Harper Collins is too cumbersome and the reason to avoid working with them.
security issues. some of the material sent over ftp and immediately moved to sftp
decisions – use of internal resources only, if now – amazon
programmer used for the pilot. contracted programmers. lack of the ability to see the large picture. eventually hired a full time person, instead of outsourcing. RDA compliant MARC.
ONIX, spreadsheet MARC.
Decision about who to start with : public or academic.
attempt to keep pricing down –
own agreement with the customers, separate from the agreement with the Publisher
current development: web-based online reading, shared-consortial collections and SIP2 authentication
new CIO closed the project.
also 10 most influential mobile phones
more on games in this IMS blog
Here is the “literature”:
this link reflects my recommendations to the SCSU library, based on my research and my publication: http://scsu.mn/1F008Re
Here are also Slideshare shows from conferences’ presentations on the topic:
Topic :Gaming and Gamification in Academic Settings
Discussion: Are the presented reasons sufficient to justify a profound restructure of curricula and learning spaces?
Discussion: Is there a way to build a simpler but comprehensive structure/definition to encompass the process of gaming and gamification in education?
Discussion: Which side are you on and why?
Discussion: do you see a trend to suggest that either one or the other will prevail? Convergence?
Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?
Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?
Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?
More on on VR in this IMS blog
Previous 1 2 3 4 … 19 Next